Gorge: 3 Hives

MrPinkMrPink Join Date: 2002-05-28 Member: 678Members
Last two times I was gorge, I used the following building order, in that order:

Resource Tower (2x)
Defensive Chamber (3x)
Hive (2x)
Movement Chambers (3x, VERY IMPORTANT!)
Cap nodes for awhile

It seems to be a good jetpack counter, my theory is if you have 3 hives and jetpackers rape 1, you will still go own them with fades. Most people seem to go for 2 hives and try to hole up in them, and completely ignore the 3rd hive that is completely open. Not only that, with the movements you can defend hives so much easier.

Comments

  • ElvenThiefElvenThief aka Elven Thief (ex. NS Programmer) Join Date: 2002-11-15 Member: 8754Members, Retired Developer, NS1 Playtester, Constellation
    You'd be suprised how many jetpack rushes get a hive down before you've released a 2nd one.
    The way gameplay is set up, having a good deal of resource nodes capped and just 2 hives defended with a nice array of OCs, the battle is until 2nd hive finished, then hope you have enough resources to fade. Getting 3 hives without building any defenses at them will just be 3 hives dying in succession, unless your team outperforms a good jetpacker.
  • Turkey2Turkey2 Join Date: 2003-04-23 Member: 15766Members
    I follow a similar build order from the start but usually after the 2nd hive starts up I build o's and another rt. And even then usually not fast enough to beat the jp rush(even a slower one) plunking down 80 res that coulda been used for defense(at old hive and or new one) tends to be a waste against decent marines. for now d chambers under the hive a few o towers in strategic spots and a lerk are the best jp defense before webs.
  • Coony_arg_FreemaNCoony_arg_FreemaN Join Date: 2003-05-11 Member: 16216Members
    Hmmm , i think that u do few Resoruces Towers .
    I usually do :
    rt , dc , dc , rt , dc , rt , hive , hive , mov , mov , mov.
  • AminalAminal Join Date: 2002-12-12 Member: 10610Members, Constellation
    edited May 2003
    depends wholly on the ability of the skulks, the actions of the marines and how i damn well feel at the time.

    normally
    RT,RT,RT,DCx3 under 2nd hive,Lame up 2nd hive,HIVE + Webs,MC in 2nd hive, MC in 1st hive+webs, another MC at a junction somewhere, RT,Lame up 1st hive, then lame up and get other RT's.

    DC's may come earlier depending on the need to block somewhere like shipping tunnel, or if the skulks are hurting because of a relocate to cargo or whatever. I might even build 2 OT's earlier on deffing a respoint like horseshoe if marines pass it often enough. May have to put some lame somewhere like redroom depending on actions of marines.
  • GeronimoGeronimo Join Date: 2002-12-18 Member: 11056Members
    First of all, you cant cap 2 hives after youve built 2 Rts and 3 DCs...242 res takes more time to load with 3 RTs(not even 3 all the time) than it takes for the marines to take one hive...

    I have yet to see marines that are so slow that they dont take one hive in the time it takes for the Kharaa to get MCs in the second(3x mc = 42 res) which is about 1/2hive or the time it takes for a gorge to actually walk tha distances he does...
  • pardzhpardzh Join Date: 2002-10-25 Member: 1601Members
    The goal of most jetpack rushes is to get their JP/HMG done before you get the second hive running.

    I doubt you will even have the res with 3 RT's to manage getting 2 hives up without getting one jetpacked. Besides, jetpacking works so easily on one undefended hive, it works just as easily on 3 undefended hives. It's a better idea to go with two heavily chambered hives that are hard for jetpackers to get into without getting fired at by OT's.

    Also, if your Marines are good shots, you're probably going to want to get the Defense after one RT, because your skulks are going to be getting owned by them. Which will end up in spawncamping, which is nasty...
  • RoobubbaRoobubba Who you gonna call? Join Date: 2003-01-06 Member: 11930Members, Reinforced - Shadow, WC 2013 - Shadow
    <!--QuoteBegin--Aminal+May 13 2003, 02:25 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Aminal @ May 13 2003, 02:25 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> depends wholly on the ability of the skulks, the actions of the marines and how i damn well feel at the time.

    normally
    RT,RT,RT,DCx3 under 2nd hive,Lame up 2nd hive,HIVE + Webs,MC in 2nd hive, MC in 1st hive+webs, another MC at a junction somewhere, RT,Lame up 1st hive, then lame up and get other RT's.

    DC's may come earlier depending on the need to block somewhere like shipping tunnel, or if the skulks are hurting because of a relocate to cargo or whatever. I might even build 2 OT's earlier on deffing a respoint like horseshoe if marines pass it often enough. May have to put some lame somewhere like redroom depending on actions of marines. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    See I think this is where there's a problem Aminal:

    If you don't put DCs up under the current hive and in an unbuilt hive, 2 things are more likely to happen:

    1) Marines kills DCs leaving you with NO cara any more
    2) Original hive gets taken down MUCH quicker.

    When I command I ALWAYS go for the original hive first (unless the second hive is building an empty!!!) because it's least well defended. No OCs and no DCs means even if all the attacking marines get taken down, the hive is VERY hurt and will probably fall at the next try. Getting DCs under or on top of it will help you no end in keeping that hive alive!!

    When it comes to building the second hive (when your first one has some lame and DCs there), then I put lame down first (unless res flow is good), then the hive. If there's enough res you can do this the other way round and plop the OCs and DCs very quickly after the hive. Then its MCs and web and more lame for both hives, and web/OCs/DCs for res nodes. At this point you're in a winning position <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    Seriously, don't plan on getting 3 hives. If you rely on an assumption like that, you're going to make a world of trouble for yourself. Concentrate on getting two hives and making them defensible, then use the superior firepower of 2-hive abilities to get you the third hive.

    The only time you should get a 3rd hive before the second is defended is when you are really whooping up on the marines. Otherwise, you just can't be in enough places at once to defend successfully. It's an 80-res gamble, and it doesn't really pay off.
  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    I think that anyone relying on a simplistic "build order" will get schooled by any decent Marine team. Best Alien effort I have seen so far (nancy) had the "build order" of:

    6x DC's
    1x RT
    3x OC's
    8x DC's
    3x OC's
    4x RT's

    Then we started *thinking* about hives. In some other situation it might be better to go with:

    5x RT
    2x Hive
    3x DC
    3x MC

    If you think one build order is "teh bestest" you're bound to lose.
  • fo_sheezy_my_neezyfo_sheezy_my_neezy Join Date: 2002-12-14 Member: 10768Members, Constellation
    okay, how many games do you REALLY play where the marines don't lock down one hive? AT LEAST one hive.....that's the dynamics of the game. If you can build the third, then go for it.....if you can build the third hive, then you can probably beat the marines without anything bigger than a skulk cause their comm has his head up some dark places...........
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    How many marine teams are going to let you have two res towers up without harassing you and taking down your towers? I mean SERIOUSLY. without carapace your skulks are mere paper on legs. don't expect them to protect your towers when they go down with 9 bullets. Besides, how many marine teams will let you get the second hive (completely built) if you build no OCs? You'll be losing each game in 10 minutes or under.
  • GeronimoGeronimo Join Date: 2002-12-18 Member: 11056Members
    Well, skulks 1on1 in the field gets a marine, but not if the marines are camping at keyplocations(lamers)
  • Roger_DodgerRoger_Dodger Join Date: 2003-03-11 Member: 14392Members
    Hmm well i think alot of this can work if u have multiple gorges. Capping res, getting dc's, saving for hive. And quite a few times i have seen two gorges with a lerk and skulks stop the jp rushes. The idea was that the gorges went mass heal spray on the jp's and the hive, lerks kept em busy and the skulks kept em moving. Suprisingly the heal spray works quite well.

    This is assuming the jp's dont try and shoot anything but the hive, which is most of the time.
    Thoughts??


    - RD
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    you'd need the whole team spraying the hive for this to work. You'd really have to see it coming beforehand too, and JP rushes can be done in 4 minutes. And having lots of gorges won't save you from jp+hmg
  • That_Annoying_KidThat_Annoying_Kid Sire of Titles Join Date: 2003-03-01 Member: 14175Members, Constellation
    healspray is the alien shotgun, and can be lethal to many a jper if used correctly
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